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M3E Rulebook English PDF
M3E Rulebook English PDF
This book is printed under the copyright laws of the United States of America. Contents copyright
©2005-2019, Wyrd Miniatures, LLC. All rights reserved. This book is a work of fiction; any resemblance
to organizations, places, events, or actual persons – living or dead – is purely coincidental. Copies of
materials herein are intended solely for your personal, non-commercial use, only if you preserve any
associated copyrights, trademarks, or other notices. Wyrd Miniatures, LLC holds exclusive rights to this
work. Unauthorized duplication is prohibited. You may not distribute copies to others for a charge or other
consideration without prior written consent of the owner of the materials except for review purposes only.
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2019. The Wyrd logo, the MALIFAUX logo, the
Through the Breach logo, the Penny Dreadful logo, The Other Side logo, and all related character names,
places, and things are trademarks and copyright © 2005-2019 Wyrd Miniatures, LLC. The Malifaux game
system is patent pending, serial no. 12/821,427
MALIFAUX is a trademark of Wyrd Miniatures, LLC 2005-2019. The Wyrd logo, the MALIFAUX logo, the Through the Breach
logo and all related character names, places, and things are trademarks and copyright © 2005-2019 Wyrd Miniatures, LLC. The
Malifaux game system is patent pending, serial no. 12/821,427
creative direction
Nathan Caroland & Eric Johns
producer
Kelly Brumley
design
Matt Carter, Mason Crawford, & Kyle Rowan
additional design
Aaron Darland
writing µ editing
Mason Crawford & Kyle Rowan
art
Lino Drieghe, Hardy Fowler, Sarah Lindstrom,
Christophe Madura, & Alyssa Menold
special thanks
Tim Akers, Owen Beste, Rafał Bieliński, John Biffle, Kyle Bode,
Neil Brown, Kimberly Cooper, Jordon Davis, James Doxey,
Jason Fryer, Philip Hawtin, Kai Hull, Samantha Joelsson,
Matt Lewin, DZ Liergaard, Nathan Linder, Sean Overton,
Craig Shipman, Jamie Varney, Brad Vender, Mike Wallace
Gameplay..................................................................................20 Strategies.................................................................................. 44
Start Phase.................................................................................20 Turf War (r)........................................................................... 44
Activation Phase......................................................................21 Plant Explosives (t)............................................................. 44
End Phase...................................................................................21 Corrupted Idols (m)...............................................................45
Actions.........................................................................................22 Reckoning (c).........................................................................45
Resolving Actions....................................................................23
Abilities.......................................................................................24 Schemes......................................................................................46
Damage.......................................................................................24 1. Detonate Charges...............................................................46
Friendly, Enemy, & Control.................................................26 2. Breakthrough.......................................................................46
Engagement...............................................................................26 3. Harness the Ley Line.........................................................46
Soulstones...................................................................................27 4. Search the Ruins.................................................................46
Tokens..........................................................................................27 5. Dig Their Graves................................................................46
Markers.......................................................................................28 6. Hold Up Their Forces.......................................................46
Conditions..................................................................................29 7. Take Prisoner.......................................................................46
Area Effects................................................................................30 8. Power Ritual.........................................................................47
Math.............................................................................................31 9. Outflank.................................................................................47
Replace........................................................................................32 10. Assassinate..........................................................................47
Summoning................................................................................32 11. Deliver a Message............................................................47
Bury..............................................................................................33 12. Claim Jump.........................................................................47
“Once Per” Effects...................................................................33 13. Vendetta..............................................................................47
FACTIONS OF MALIFAUX.......................................................................................................................................... 48
INDEX..................................................................................................................................................................................................... 50
How to Play
W elcome to Malifaux, the character-driven skirmish wargame! In this
game, two players fight one of the endless skirmishes for control over the
towns, settlements, and places of power in the world of Malifaux.
The lure of Malifaux’s valuable Soulstones has brought WHAT YOU WILL NEED
the powerful, the desperate, the ambitious, and the
cunning to Malifaux from Earth. The Guild’s control of Malifaux is a skirmish miniatures wargame for two
the Breach ensures that it remains a dominant power players. Players will need this rulebook to serve as a
within Malifaux City, but it is challenged on all sides by reference during their game, as well as the items listed
the sabotage and magical prowess of the Arcanists and below.
the shuffling undead that serve the foul Resurrectionists.
The Outcasts, a loose collection of mercenaries and Playing Area
other ne’er-do-wells, sell their services to the highest A standard game of Malifaux is played on a table or
bidder when not pursuing their own individual objec- other playing space that can accommodate the standard
tives, and the mysterious Ten Thunders crime syndi- 3 feet by 3 feet Malifaux table size.
cate works from the shadows to extend its influence
throughout the city. Terrain
Buildings, trees, and other types of terrain are an
Not every threat to Malifaux comes from Earth, however. important part of any miniatures wargame, and Malifaux
The ancient Neverborn will not easily surrender their is no exception. In a pinch, a stack of books or a few
lands to what they see as foreign invaders, and the upside-down cups can serve as terrain, provided that
Gremlins of the Bayou have become quite powerful by each player uses a bit of imagination.
learning from and mimicking the humans that seized
control of Malifaux City.
Models
You will need several Malifaux models to simulate the
clash between two Crews. Each player will need their
What is Waldo’s Walkthrough? own Crew and the accompanying Stat Cards for each
of their chosen models.
Waldo here. I'm gonna help you understand
all this rules-talk without having to get out a
dictionary, a thesaurus, or a Kelley Blue Book Tape Measure
to reference. Look for these boxes for the A tape measure (preferably one for each player) marked
general gist of rules, not so much a thorough in inches is required to determine movements, measure
explanation. ranges, and so forth.
For more specific (and some might argue
“accurate” – whatever the heck that means) Fate Decks
descriptions on how things work, use what’s Players in a game of Malifaux use decks of playing cards
written elsewhere in the rulebook, but if you’re (called Fate Decks) to determine game results. Each
looking for a layman’s view, then I’m your player will need their own Fate Deck. Wyrd Miniatures
imp. You’ll find my sections throughout sells Fate Decks that use the four Malifaux suits, but
these pages (just look for my gorgeous in a pinch, any 54-card deck of poker cards with a
face), so give ‘em a read if you find discernible red and black joker will suffice.
yourself scratching your head.
The Characters
Malifaux is a character-driven wargame. The flavor
and backstory of the characters stand out, giving each BREAKING THE RULES
battle a narrative feel.
Models in Malifaux have many unique rules
Every model in Malifaux uses a Stat Card, which is a that override the core rules. When a special rule
card unique to that model that explains the character’s explicitly contradicts the core rules, follow the
passive and active effects. You can find a breakdown of special rule rather than the core rule.
a Stat Card on page 4.
For instance, an Action that states it does not
require Line of Sight is allowed to disobey the
The Encounter normal Line of Sight rules, and it may therefore
Every game of Malifaux is called an Encounter, which choose a target in range even if it cannot see it.
is the scenario of the game. In Malifaux, fighting and
If two special rules directly contradict each
killing are often just a means to an end. Encounters rep-
other, rules that prevent something from
resent the objectives of every model coming to the table.
happening take precedent over rules that allow
Malifaux Encounters are incredibly varied and are something to happen.
determined before players decide what models they are
using, making each game unique. You can find out how
to set up an Encounter on page 40.
The Crew
The models that each player brings to the game are re-
ferred to as their “Crew,” which might represent a gang
of bandits, a pack of fearsome monsters, or an organized
Guild strike team.
One model in a player’s Crew will be its Leader. This is
usually a Master, one of Malifaux’s most powerful char-
acters. In the absence of such an inspirational figure, a
Henchman is more than capable of stepping forward to
lead a Crew to victory.
COMPONENTS
Here is a closer look at the various components that 4. Characteristics & Keywords: Both
are needed to play Malifaux. Characteristics and Keywords are referenced by
the game rules and the Actions and Abilities of
In addition to the components listed below, you will
models. Characteristics are presented in italics,
also need a table, some terrain, and a measuring tape.
while Keywords are presented in capital letters.
You can find more information about these materials
Keywords are also used when hiring a Crew.
on page 2.
5. Stats: A model possesses the following stats,
which represent its physical and mental
MODELS strengths.
As Malifaux is a miniatures skirmish game, one of its
• Defense (Df): This represents the model’s skill
key elements is the miniatures. Most of the game’s rules
at protecting itself from physical harm.
describe how these miniatures interact with one another
and the table. In Malifaux, a model is a collection of • Willpower (Wp): This represents the model’s
things, including the physical figure itself, the base it is strength of will and self-control.
mounted on, and that model’s associated Stat Card.
• Movement (Mv): This represents the distance
Models represent the various characters that are engaging (in inches) that a model may travel when taking
in a conflict. Each model is defined by a collection of either a Walk or Charge Action.
statistics (more often referred to as stats) that represent
how well its character moves, attacks, and defends. • Size (Sz): This represents how much space
it takes up on the table and is most often used
Each model also has Abilities, which grant the character
when determining Line of Sight.
unique ways to deal with situations. This can include
immunities, special ways to defend or move, or anything Models also have stats associated with some of
that isn’t already described by the model’s statistics. their Actions, which are described on page 22.
Each model also has a number of Actions. These Actions A model’s stat may never be lowered below 0.
are split between Attack Actions and Tactical Actions,
which cover the active things that character can do, 6. Health: This indicates a model’s maximum
such as shooting a gun, clawing an enemy, or leaping Health, which also tracks its current Health
through the air. before it is killed.
4. Characteristics
& Keywords
3. Faction
5. Stats 5. Stats
7. Abilities
6. Health
When a model gains an Upgrade, that Upgrade is Attached 3. Effects: This section explains how the Upgrade
to the model’s stat card. This happens most often when modifies the model to which it is Attached.
hiring Crews, but it can also occur during the game via
special Actions or Abilities. All of an Upgrade’s Lim- 4. Limitations: Most Upgrades have one or more
itations must be followed when Attaching it, regardless Limitations. This limits which models can
of when it is Attached. Attach the Upgrade.
Upgrade Limitations
Below is a list of Upgrade Limitations.
• Restricted (Name): This Upgrade can only be
Attached to a model with the indicated name or
Keyword. If more than one restriction is listed, the
model must meet all of the restrictions in order to
Attach the Upgrade.
• Special (Name): Special Upgrades cannot be
Hired at the start of the game. They are typically
Attached to models during the game by Actions or
Abilities.
• Plentiful (X): Your Crew can possess up to X
copies of this Upgrade.
Fate Modifiers (+ or -) The Jokers affect the ways in which a player can Cheat
Fate Modifiers are used to adjust a model's luck, Fate. A player cannot Cheat Fate if they flipped the
whether beneficial or harmful based on the model's Black Joker. Additionally, if a player flipped the Red
given circumstances. Joker on an opposed duel (pg. 10), their opponent
cannot Cheat Fate on their own flip.
There are two types of Fate Modifiers: positive modifiers
(+) and negative modifiers (-). Each of these icons Once a player has Cheated Fate or the opportunity to
cancels one of the other icons, so a flip can only be Cheat Fate has been declined, the player no longer has
affected by one or the other (or neither), never both. the opportunity to Cheat Fate for that flip. More infor-
mation about Cheating Fate, such as who Cheats Fate
For each Fate Modifier on a flip, one additional card first, can be found in the Duels section on page 10.
is revealed (so a + flip would reveal two cards, as
would a - flip). When multiple cards are revealed as
a result of Fate Modifiers, only one card is placed into JOKERS
the Conflict and the others are discarded.
The card that may be used for the flip is determined The two Jokers work differently than many
by the type of Modifier. If a + Modifier was used, other cards. Their rules are summarized below.
the player may choose any one of the revealed cards.
Black Joker: The Black Joker has a value of 0
If a - Modifier was used, the player has to choose the
and no suit. It counts as a Weak card.
lowest value revealed card (if it is a tie, the flipping
player chooses one of the tied cards). Regardless of any Fate Modifiers, if the Black
Joker is revealed, the player must choose it,
The Jokers are the only exception to which cards are
even if there are one or more cards revealed
used. If the Red Joker is revealed, it may be chosen
because of + Fate Modifiers.
even if the flip had one or more -. If the Black Joker
is revealed, it must be chosen, even if the flip had one If the Black Joker is flipped, the player cannot
or more +. If both Jokers are revealed, the Black Joker Cheat Fate. If it comes up in a variable flip that
takes precedence and must be chosen. involves numbers (such as damage or healing
flips), the Black Joker does 0 (which cannot
You may never reveal more than four cards as the result
be modified) and does not generate any B (if
of Fate Modifiers. Any additional cards that would result applicable).
from Fate Modifiers are not flipped.
For example, a player with a ++ might reveal a 4, 7, Red Joker: The Red Joker has a value of 14
and 10. The player may choose any of these cards to and one suit of its owner’s choice. It counts as a
Severe card.
use, and will probably choose the 10 for the flip. If the
flip had instead had --, the player would have to As long as the Black Joker is not also revealed,
choose the 4 as the lowest card. the Red Joker may always be chosen during a
flip, even if there are one or more cards revealed
Cheating Fate because of - Fate Modifiers.
Sometimes, a flip does not end up quite the way that If the Red Joker is flipped in an opposed duel,
you’d like. Malifaux gives players the chance to change the opposing model may not Cheat Fate. If
their destiny by using Fate Cards from their hand to it comes up in a variable flip that involves
Cheat Fate. numbers (such as damage or healing flips), the
After flipping a card, a player has the opportunity to Red Joker does Severe +1.
Cheat Fate by replacing the card they flipped into the
Conflict with a card from their hand.
To do this, they choose the card in their hand that they
wish to Cheat Fate with and place it into the Conflict, “THIS MODEL”
discarding their previous card. Cheating Fate does not
“This model” always refers to the model which
count as flipping a card, and it cannot be done if the
generated the game effect in which the text was
flip involved one or more -.
written.
THE TABLE
Malifaux is played on a surface that mea-
sures 3 feet wide by 3 feet across. This
space is referred to as the “table.” This
area is where the battle will take place.
During a game, players will need to
measure, move, interact with terrain, and
draw Line of Sight (LoS). The rules 3"
governing these mechanics are explained
on the following pages.
Size 2 Height 2
MEASURING
All distances used in Malifaux are in
inches or fractions thereof. Players are When measuring the distance between Pandora (left) and Rasputina
allowed to measure distances at any (right), measure the distance between the two bases horizontally (3").
time, provided that doing so does not Because there is also a vertical difference (Height 2), that vertical distance
unduly slow down gameplay. gets added to the distance between them, minus Pandora’s Size (2) since
Measurement is almost always done she is lower of the two models. In this case, Pandora and Rasputina
horizontally from the closest point on are exactly 3" apart, and are therefore within 3" of each other.
the base of the object in question. If a
player is measuring to an object, they
measure to the closest point on the
base of the target. If there is a vertical In this example, Pandora and
element, that distance is added to the Rasputina are in base contact with
one another because their bases
distance, minus the lower object’s Size
are physically touching.
or Height (to a minimum of 0).
Because they are in base to base
Many times, a player will need to deter- contact with each other, they are
mine if an object is in range of another. within ” of one another.
This is referring to the distance between
the two objects. An object is within range
if any portion of that object’s base is at
that distance or closer. Any effect that
references an object being “within” a dis-
tance is talking about range. In this example, Pandora is
While not used often, if an object must on a rock that is Height 1. When
be completely within a distance, all por- measuring range to Rasputina,
she measures 0" of horizontal
tions of that object’s base must be at that
distance and adds Height 1 to her
distance or closer.
vertical distance, then she subtracts
Two objects are said to be in base con- Rasputina’s Size of 2, taking her
tact with each other if their bases are down to the minimum of 0".
physically touching (edge to edge or Pandora and Rasputina are within
overlapping). 0" of each other, even though they
are not in base contact.
A model is never considered to be in base
contact with itself.
MOVING
During a game, objects (most often models,
but sometimes Markers or terrain) will move
around the table (but never off it). Any time
something changes location or is affected by
a movement effect, it is considered to have
moved (even if it moved 0").
1"
To move, measure the distance from the point
on an object’s base closest to the direction it
will move. Move the object that distance in 3"
a straight line, ensuring that no part moves
1"
further than that distance. Models may not
move through other models.
All movement is in a straight line, but unless
otherwise specified, the total distance an object 1"
is moving may be broken up into multiple
smaller segments, as shown in the example
to the right.
It is possible for a model in base contact with
another model to move around that model
In this example, each Ice Gamin can move 3". The Ice Gamin
without breaking base contact.
on the left measures and moves straight 3". The Ice Gamin on
If a model is ever without any of its base the right divides the 3" up into 3 different 1" segments in order to
supported by terrain or the table, that model move around the rock.
falls and suffers falling damage equal to half Neither Ice Gamin may move any part of their base more than
the distance it fell in inches (rounded down). the 3" they are moving.
It then continues any remaining portion of its
movement as normal.
When resolving a Walk Action (see pg. 22),
a model may move vertically along Climbable
Terrain. To do so, it uses any amount of its
movement distance to move vertically instead
of horizontally. If a model moves in this way,
it does not fall during this movement so long 2"
as it remains in base contact with the terrain.
If the model’s base is not supported by terrain
or the table at the end of this movement, it
falls as normal.
In addition to moving, both Push and Place Height 2
effects are considered a type of movement and
are treated as moving a model.
At no point can a model end any move with
its base overlapping the base of another model, In this example, Pandora uses a movement effect to move
even if the model is able to move through the Rasputina 2" to the left, using all of the movement horizontally. As
other model. soon as Rasputina’s base is no longer on terrain or the table, she
falls and suffers damage equal to half the distance she fell (based
the Height that she fell from), rounded down.
Since she fell a distance of 2, Rasputina suffers 1 damage.
2"
2"
In this example, Parker Barrows is drawing LoS to not within the terrain’s Shadow, it does not receive Cover
the Guard Patrol. The Guard Patrol is entirely within from Parker’s z Actions.
the terrain’s Shadow and the terrain’s Height is greater Parker next tries to draw LoS to the Guild Hound. The
than the Size of both Parker (Size 2) and the Guard Guild Hound is entirely within the terrain’s Shadow,
Patrol (Size 2), so any sight lines that pass through the and the terrain’s Height is greater than the Size of both
terrain are blocked. Parker has an unblocked sight line, Parker and the Guild Hound (Size 1), so any sight lines
so he has LoS to the Guard Patrol, but none of the sight that pass through the terrain are blocked. Since Parker
lines actually pass through the terrain, so the Guard does not have any unblocked sight lines to the Guild
Patrol does not gain Cover against Parker’s z Actions. Hound, he does not have LoS to it.
Dashel Barker is also in the terrain’s Shadow. Parker If the Guild Hound had been Size 4 (i.e., larger than the
has an unblocked sight line to Dashel, so he has LoS, but terrain), then Parker and the Guild Hound would have
since one of the sight lines passes through the terrain, LoS to each other, since its size would be larger than
Dashel will have Cover against Parker’s z Actions (but the terrain. In this circumstance, the Guild Hound would
he would not have Cover against Dashel's z Actions, as have Cover from Parker’s z Actions (since it’s within the
he is not in the terrain’s Shadow). terrain’s Shadow), but Parker would not have Cover
There is an unblocked sight line between Parker and the against the Guild Hound’s z Actions, since he is not
Brutal Effigy, so Parker has LoS. At least one sight line is within the Shadow.
blocked by the terrain, but because the Brutal Effigy is
GAMEPLAY
The goal in a game of Malifaux is to score more VP C. Initiative Flip:
(Victory Points) than your opponent, which are based 1. Players simultaneously flip a card.
on the Encounter's Schemes and Strategies (see pg. 2. Players may Cheat Fate with a card from
40 for more info on Encounters). their hand, starting with the player with the
A game of Malifaux takes place over five Turns, which lower flip (in a tie, the player with Initiative
are each broken down into multiple Phases. has the first opportunity to Cheat Fate).
3. The players add the number of Pass Tokens
Turn Sequence they possess to their total. The player with the
highest value may choose which player has
• Start Phase: Discard Cards, Draw Cards,
Initiative (Initiative lasts until another effect
Initiative Flip, Resolve Effects, Calculate
grants Initiative). If the values are tied, start
Pass Tokens.
again from the first step. Then, after Initiative
• Activation Phase: Pass, Select Model, has been determined, both players discard
Activation, Transfer Active Player. their Pass Tokens.
• End Phase: Resolve Effects, Score VP,
D. Resolve Effects: Resolve any effects that happen
Check for End of Game, and Shuffle.
during the Start Phase, starting with the player
with Initiative.
START PHASE E. Calculate Pass Tokens: Count the number of
The Start Phase is made up of the five steps outlined models each Crew has in play. The Crew with
below. Once the Start Phase is finished, proceed to the fewer models gains a number of Pass Tokens equal
Activation Phase. to the difference.
C. Activation: The chosen model Activates Points for Strategies are always scored before
(it is now the Acting model) and follows the points for Schemes.
steps below. C. Check for End of Game: If it is Turn 5, the
1. Start Activation: Resolve any effects that game ends at this time. If the game ends, score
happen at the start of a model’s Activation. “end of game” Victory Points.
2. Taking Actions: Models may take up to These “end of game” Victory Points are still
two Actions during their Activation, save considered to be scored during the Turn, so a
for Leaders and Masters, who can take up player may not score the “end of game” Victory
to three Actions. This is referred to as a Points and the “reveal” Victory Points of a Scheme
model's Action Limit. These Actions are during the same turn.
resolved one at a time, with each Action D. Shuffle Discard Piles: This step is not used
fully resolving (including any Triggers) if the Encounter has ended. Players shuffle
before the next Action begins (see Actions their Discard Piles back into their Fate Decks.
on pg. 22). Players should set aside their Control Hands so
If a model would gain or end Fast, Slow, they do not accidentally shuffle their hand back
or Stunned (pg. 29) during an Activation, into the deck as well.
the effects of the Condition come into effect Finally, the Turn ends,
immediately and are ignored as soon as the and play proceeds to
Condition has ended. the Start Phase of the
3. End Activation: Resolve any effects that next Turn.
happen at the end of a model’s Activation.
The model is considered to have Activated
this Turn.
4. Chain Activations: Some effects can cause
models to Activate after another model. If a
model would Activate this way, immediately
go back to the start of Step C. Players may
not Activate more than two models in a row
this way, unless they are Activated by the
same effect.
D. Transfer Active Player: If there are still
models left to Activate this Turn, the opponent
becomes the Active player and starts at step A.
Otherwise, proceed to the End Phase.
Healing Killed
When a model Heals, it gains an amount of Health equal Models are most often killed as a result of being reduced
to the healing effect. A model’s Health cannot exceed to 0 Health, but some game effects can instantly kill
its maximum Health; if a Heal effect would cause it to models regardless of their Health.
exceed this limit, any additional Healing is ignored (as
When a model is killed, any Healing effects or effects
though it did not occur).
that result in the killed model being Replaced happen
first, followed by any other effects that occur when,
Markers and Killed Models if, or after the model is killed. Then, the killed model
Sometimes, when a model is killed, it leaves behind a
Drops any Markers as a result of being killed and
30mm Marker to represent a husk of its former self,
is removed from the game (including its Stat Card
which can be used in various game effects.
and Attached Upgrades). For more information on
After a model with the Living, Undead, or Beast Char- timing, see page 34.
acteristic is killed, it Drops a Corpse Marker into base
Killed models are always considered to be killed by
contact with itself.
the model that generated the Action or Ability that
After a model with the Construct Characteristic is killed, killed them (as well as by that model’s Crew). If a
it Drops a Scrap Marker into base contact with itself. model is killed by another effect (such as a Condition or
Hazardous Terrain), it is not considered to have been
If a model would drop multiple Markers this way, it only
killed by any player, model, or Crew.
Drops one Marker, chosen by the model's controller.
There are some game effects that can Heal a model after
For more information on Markers, see page
it has been killed. If a model is Healed after it
28.
was killed as a result of being reduced to 0
Health, it no longer counts as killed (and is not
removed from the game). Any other effects
that would happen as the result of the
model being killed do not occur.
If a model was Healed after being
killed by a game effect (as opposed
to being reduced to 0 Health), then
being Healed does not prevent it
from being killed.
SOULSTONES TOKENS
Some models have the ability to use powerful resources Malifaux uses Tokens to track various things. When a
called Soulstones, which are stored in its Soulstone Crew gains a Token (such as a Pass Token), that Token
Pool, an area beside the game table. As long as there is placed near the table in a place where its Crew will
are Soulstones in your Crew’s Soulstone Pool, these remember it.
models may spend them for various bonuses. When
When a model gains a Token, it has that Token for the
a Soulstone is spent, it is discarded from that player’s
rest of the game unless the Token is removed by another
Soulstone Pool and cannot be used again. A model can
effect.
only use one Soulstone at a time for any game effect.
Tokens have no effect on their own but are often ref-
By default, only two types of models can use Soulstones:
erenced by the Actions and Abilities of models.
Masters and Henchmen.
Tokens do not need to be tracked with a physical token.
Soulstones can be used in the following ways:
If a player prefers, they may instead track tokens using
Draw Cards: During the Draw Phase, each player may any other method (dice, writing on stat cards, tracking
spend a Soulstone to draw two cards and must then (as cards), but its representation on the table must be
usual) discard down to their maximum hand size. This visibly apparent to all players.
can be done even if the player does not have a model
that can use Soulstones remaining in its Crew.
Enhance a Duel: Before any cards are flipped in a duel,
a model that can use Soulstones may spend a single
Soulstone to add a + to its flip or to add a suit of its
choice to its final duel total. If both models involved
in the duel can use Soulstones, the attacker declares its
Soulstone use (or lack of use) first.
Block Damage: A model that can use Soulstones can
spend a single Soulstone before a damage flip is made
against it to add a - to that damage flip.
Reduce Damage: After damage is suffered by a model
that can use Soulstones, it may spend a Soulstone to
reduce that damage. The model flips a card, which can't
be cheated, and reduces the damage it suffers by 1/2/3.
This reduction occurs after all other reduction and can
reduce damage to 0.
Pulses p
The Pulse icon (p) means the Action or Ability affects
an area around the object that has created the Pulse.
A Pulse always extends out in all directions from an
object a number of inches equal to the Pulse’s effect, as
measured from the edge of the object's base.
Pulses are immediate ‘burst’ effects that have no game
effect after they are resolved.
All models inside the Pulse’s area or overlapping the
object generating the Pulse, excluding the object that
created the Pulse, are affected by the Pulse as long as
they are in the generating object’s LoS. 1" 1"
Shockwaves
Shockwaves Drop a 30mm Shockwave Marker on the
table within range and LoS. When the Shockwave SHOCKWAVE
Action is fully resolved, the Marker is removed. Below
is an example Shockwave.
MATH
Sometimes the game will require you to do some math.
If you need to, the math should be applied in the follow-
ing order: Multiply, Divide, Add, and then Subtract.
In all cases where you are dividing any number but a In this example, Misaki has taken the Lightning
movement distance, you will need to round any fractions. Strike Action. After succeeding at the Action’s
In these cases, always round the sum up to the nearest TN 13 duel (using her stat of 7). She then Drops a
whole number. Shockwave Marker within 8" of herself. As they are
both within 1" and LoS of the Shockwave Marker
(p1), Dashel Barker and the Guard Patrol must each
pass a TN 13 Mv duel or suffer 2 damage.
DETAILED TIMING
START PHASE
A. Discard Cards: Both players may discard any unwanted cards.
B. Draw Cards: Each player draws up to their maximum hand size. Once complete, each player may spend
a Soulstone to draw two cards (player with Initiative decides first).
C. Initiative Flip: Both players flip a card, which may be Cheated. The player with Initiative Cheats first
in the case of ties. Players increase their totals by the number of Pass Tokens they possess and then
discard their Pass Tokens.
D. Resolve Effects: Resolve any effects that happen during the Start Phase.
E. Calculate Pass Tokens: Count up the number of models controlled by both players. The player with
fewer models in play gains Pass Tokens equal to the difference.
ACTIVATION PHASE
A. Decide to Pass: The Active player may discard a Pass Token to skip to Step D.
B. Select Model: The Active player Activates a friendly model that has not yet Activated this Turn.
C. Activation
1. Start Activation: Resolve effects that happen at the start of a model’s Activation.
2. Take Actions: Most models can take two Actions. Leaders/Masters can take three Actions.
a. Declare Action.
b. Pay any Costs.
c. Declare Target.
d. Perform Duels.
I. Modify The Duel with Soulstones, Abilities, or other game effects (Attacking model first).
II. Flip Fate Cards (both players flip cards then choose a card).
III. Cheat Fate (player with lowest total first).
IV. Determine Duel Total.
V. Declare Triggers (Active player first).
i. Immediately Triggers occur.
VI. Determine Outcome (if the Acting model’s duel failed, the Action ends without resolving its
effects. Skip Step e and move to Step f).
e. Resolve effects in the order presented on the card, including any When Resolving Triggers. Damage
timing can be found on page 34. If the target is killed, resolve any effects such as “After this model
is killed” and any After killing Triggers.
f. Anything that happens after an Action is resolved, including any After Resolving and After
Succeeding Triggers. Remember: Triggers that do not specify a timing are assumed to be After
Succeeding Triggers.
3. End Activation: Resolve effects that happen at the end of a model’s Activation. The model counts as
having Activated this Turn.
4. Chain Activations: Resolve any Chain Activations generated from an effect during this Activation.
D. Transfer Active Player: If there are still models left to Activate this Turn, the opponent becomes the
Active player.
END PHASE
A. Resolve Effects: All “Until the End Phase” effects end, followed by “During the End Phase” effects
being resolved.
B. Score VP: Strategies are scored first, then Schemes. If multiple players and/or Schemes are scoring, the
player with Initiative determines the scoring order. No VP is scored on the first Turn.
C. Check for End of Game: as described on page 21. If the game ends, score “end of game” VP.
D. Shuffle Discard Piles: Each player shuffles their Discard Piles back into their Fate Decks.
If multiple Actions are generated, they are queued and resolved one at a time in the order they were
generated (whichever happened first or was listed first on the card). If an Action in a queue generates an
Action, that Action happens before moving to the next Action in the queue.
TERRAIN
The different scenery used on the table is called terrain COVER
(but the table itself is not considered terrain). Terrain adds
tactical dimensions to the battle by making some locations
& CONCEALMENT
more ideal than others and creating obstacles for models to Certain Terrain Traits and game effects grant Cover
deal with. and/or Concealment.
Every terrain piece has one or more traits that determine
how it interacts with models. For terrain of particularly Cover
large or complex pieces of terrain, it makes sense to assign When a model with Cover is the target of a z Action,
traits to individual elements or smaller areas of that terrain. it gains +1 Df and imposes a - on any damage flips
against it.
Any time a model’s base is overlapping terrain, it is said
to be in that terrain. If a model’s base is touching terrain
Concealment
(either overlapping or directly next to the terrain), that
When a model with Concealment is targeted by a
model is within 0" of that terrain.
non-yAttack Action, the Action’s duel gains a -.
A list of Terrain Traits can be found on page 37.
Terrain Traits
• Blocking: Terrain with the Blocking Trait cannot • Hazardous Terrain: After a model moves
be seen through, and therefore it blocks LoS if the through or resolves one of its Actions while in
Height of the terrain is equal to or greater than Hazardous Terrain, it suffers the effects of the
the Size of the models attempting to draw sight Hazardous Terrain after the current Action or
lines through it. Terrain with the Blocking and Ability is resolved (to a maximum of once per
Height Traits generates a Shadow (pg. 18). Action or Ability). Most of the time, Hazardous
• Climbable: Models may not move through Terrain will give a Condition to a model, such as
Climbable Terrain, but they may move across its Hazardous Terrain (Burning +1) or Hazardous
top (often a roof) and may move vertically up Terrain (Poison +1). If the Hazardous Terrain
and down along its sides. Other than its top, all does not mention a Condition in its description,
other portions of Climbable terrain are treated as the model simply suffers 1 damage.
Impassable. • If a Hazardous Terrain Marker is moved, all
• Concealing: If a sight line drawn to a model models the Marker came into base contact
passes through Concealing Terrain, that model with during the move, suffer the effects of the
has Concealment. When drawing sight lines, a Hazardous Terrain. The model moving the
model in Concealing Terrain may ignore that Marker may choose to ignore the Hazardous
terrain’s Concealing trait if any single sight line effects of the moved Marker.
drawn between the two objects passes through • Height X (or Ht X): Terrain with the Height
1" or less of that terrain. Most fog banks count as Trait has a vertical component that is relevant
Concealing Terrain. to the game. Height primarily comes into play
• Dense: LoS can be drawn into or out of Dense when determining LoS (pg. 16). Terrain with the
Terrain but not through it. Most woods count as Height and Blocking Traits generates a Shadow
Dense Terrain. (pg. 18).
• Destructible: Models within 1" of a piece of • Impassable: Models and Markers cannot
Destructible Terrain may take an Action to move through Impassable Terrain, which often
destroy that Destructible Terrain and remove includes solid objects, such as Ice Pillars. Objects
it from the table. If a model is standing on cannot be Dropped or placed overlapping
Destructible Terrain when it is destroyed, that Impassable Terrain.
model falls. • Severe: Non-Place movement effects are
reduced by half while any part of a model’s
base is in Severe Terrain. If a model moves out
COMPLICATED TERRAIN of Severe Terrain, it continues the rest of its
movement at its normal (non-halved) rate.
Occasionally, players might find themselves
playing on a table that has one or more pieces
of strangely shaped or abnormally large terrain UNAFFECTED BY TERRAIN
pieces. In these circumstances, the players
should ensure that the parameters of each Some models are unaffected by certain types
piece of terrain are properly defined during the of terrain or terrain Markers. If a model is
“Place and Define Terrain” step of Encounter unaffected by a terrain trait, it ignores that trait
Setup (pg. 40). for game purposes:
Sometimes, it can be useful to break Severe: The model does not suffer the
complicated terrain pieces into multiple terrain movement penalty of Severe Terrain.
pieces. For example, a terrain piece consisting
of two buildings connected by a series of Hazardous: The model does not suffer the
narrow planks might be more easily defined as effects of the Hazardous Terrain.
two Buildings connected by multiple Bridges. Concealment: This model ignores the
Concealing Trait when drawing LoS.
Archways are Height X Terrain, where X To enter a Building, a model must be physically
is equal to the Archway’s Height in inches able to do so (i.e., it must move through an
(rounded down). While many Archways are opening in the wall, such as a doorway or hole,
significantly curved, the Height of an Archway that is large enough for its base to fit). Place
should stay consistent across the entire length effects cannot move a model into or out of a
of an Archway. This area is not Blocking Building.
or Impassable, so models can move freely If any portion of a model’s base is within the
underneath a Bridge in its Archway. interior boundaries of a Building, that model is
considered to be inside the Building.
Walkways: Walkways are the solid portion
of a bridge that allow models to pass over the Models inside a Building are considered to be
bridge. entirely within that Building’s Shadow. When a
model draws LoS to another model on the same
Walkways are Height X, where X is equal to floor as a Building they are both in, they ignore
the Walkway's Height in inches (rounded that Building and its Shadow (though not any
down). If a Walkway has an Archway beneath interior walls).
it, the area between the Walkway and Archway
is treated as Blocking and Climbable Terrain. Buildings sometimes have open windows
or doors. The portions of a Building’s wall
immediately above and below an open window
or door are not considered to be Blocking
Terrain for the purposes of drawing sight lines
into and out of (but not through) a Building.
Woods
Patches of woods often include underbrush and one or
more trees.
Woods count as Concealing, Dense, Severe Terrain.
ENCOUNTERS
Every game of Malifaux uses the rules for Encounters ENCOUNTER SETUP
to set up and play the game. The Encounters detailed
in this section are the standard Encounters, but some To set up a game, proceed through the ten steps (A
narrative play (such as campaigns) may modify these through J) as outlined on the next few pages.
standard Encounters.
The rules for Encounters will outline the rules that are A. Determine Encounter Size
needed to set up the game, hire Crews, and determine Players should agree on the size of the game, which
the winner. determines the number of points that can be used
when hiring.
In organized play events, such as tournaments, there
may be some variations on these steps, which would be A standard game is usually 50 Soulstones, but players
provided in that event's documentation. may choose any value that suits them.
Encounters use the following order:
B. Place and Define Terrain
1. Encounter Set Up
Players should place terrain on the table and then define
A. Determine Encounter Size each terrain piece, with an eye toward having a diverse
B. Place and Define Terrain selection of Terrain Traits (see “Terrain Traits” on pg.
C. Determine Scenario 37).
D. Generate Schemes A standard Malifaux table is 3 feet by 3 feet. Roughly a
E. Choose Faction and Leader third of its surface should be covered in terrain.
F. Hire Crew
Using the correct amount of terrain and having a variety
G. Reveal Crews
of represented Terrain Traits is important to ensuring
H. Choose Schemes that games of Malifaux are fun for both players. Long-
I. Deployment range Actions are intended to be somewhat limited by
J. Start of Game terrain that offers Concealment and/or Cover. Severe
Terrain is intended to shape the game by making some
2. Gameplay: Follow the Turn Sequence on page 20. areas of the table more difficult to reach.
3. End of Encounter: When the game has ended, Don’t worry too much about not having correctly
determine the winner. themed terrain for the table. While well-painted,
appropriate terrain looks great, players should feel free
to use whatever they have on hand to populate the
What you’ll find in the Encounter section is just table, such as books, cups, etc.
the beginning. Malifaux is a game that will live
and breathe for a long time to come.
TALL TERRAIN
To make sure that gameplay stays exciting
throughout the years, new Strategies, Schemes, In general, it is recommended that any terrain
and more will be made available for free on piece that exceeds 4" in height treats its roof as
our website. Keep an eye out for Story Impassable.
Encounters and Gaining Grounds
Season documents for new ways to
spice up the game.
CE
opponent deploying
N
within 12" of the opposite
TE
In addition to the distinctions shown on the graph-
RL
table corner.
IN
ics on this page, there are a few key terms that are
E
necessary to know.
• Centerpoint: The exact center of the table.
12"
• Centerline: Shown on each deployment type.
• Table Edge: Any length of the four 36"
long sides of the table, beyond which
models cannot move. t Flank Deployment
9" 18"
The table is divided into
• Table Half: The Centerline always bisects
four quarters. A player
the table into two equal halves.
will deploy within 9" of
• Table Corner: Any place where two table
CE
section of the table. Each table has four the opposite quarter.
table quarters, each of which extends
halfway along the table edge from the
table corners. 18" 9"
• Friendly: When friendly is applied to a
physical part of the table, it means the part
with your Deployment Zone. For example, m Wedge Deployment
a friendly table edge is any table edge 12" A player will deploy in a
touched by your Deployment Zone. wedge starting 12" from
the center of the table edge
• Enemy: When enemy is applied to a
and sweeping back to the
physical part of the table, it means the part CENTERLINE corners, with the opponent
with your opposing player’s Deployment
deploying opposite.
Zone. For example, an enemy table half
is the half that includes their Deployment
Zone.
12"
If a Crew contains a model with a Title, it Dead Man’s Hand models are not traditionally
cannot hire any models of the same name that allowed in Tournament or Story play. However,
have a different Title. (Models with no Title are with the event organizer's approval, DMH
treated as having a different Title than models models may be used as normal models.
that have a Title.) During gameplay, though Dead Man’s Hand is not a Faction and cannot
they have the same name, models that have be declared as such.
different Titles are treated as separate models
and can have different model limits, abilities,
and other effects.
STRATEGIES
Below are the four Strategies in the game. Remember, Plant Explosives (t)
no Victory Points can be scored on the first Turn, and After Deployment, starting with the player with Initiative,
models with the Insignificant Ability are ignored for each player alternates placing Explosives Tokens on
the purposes of Strategies and Schemes in every way. their deployed models until each player has placed a
total of five Explosives Tokens on their models.
Turf War (r)
Minions can have a maximum of one Explosive Token
Divide the table into four table quarters. In the center placed on them, while non-Minions can have a maximum
of each table quarter, Drop a neutral Strategy Marker. of two Explosive Tokens placed on them.
Drop another neutral Strategy Marker in the center of
the table. Strategy Markers are Impassable. A model with one or more Explosives Tokens can take
the Interact Action to discard an Explosives Token and
Strategy Markers can be either friendly, neutral, or Drop a Strategy Marker into base contact with itself.
enemy. A Strategy Marker friendly to one player is Strategy Markers cannot be Dropped within 6" of
enemy to the other (and vice versa). A model can take another friendly Strategy Marker.
the Interact Action targeting a Strategy Marker in base
contact with it to change its alignment from enemy to A model in base contact with a Strategy Marker can
neutral or from neutral to friendly. take the Interact Action to discard the Strategy Marker
and gain an Explosives Token.
When a friendly model kills an enemy model, it can
change one Strategy Marker in the same table quarter If a model with one or more Explosives Tokens is killed,
as the killed model from enemy to neutral, if possible a model in the opposing Crew that is within 3" of the
(the Marker in the center is considered to be in every killed model may gain the killed model’s Explosives
table quarter). Tokens. Otherwise, they are discarded.
If a model is in more than one table quarter, the model At the end of each Turn, a Crew gains 1 VP if there are
that killed it may decide which table quarter the killed more Strategy Markers on the opponent’s table half than
model was in. this Crew has earned VP from this Strategy. Strategy
Markers on the centerline count as being in both table
At the end of each Turn, a Crew gains 1 VP if it has halves.
more friendly Strategy Markers than it has scored VP
for this Strategy.
SCHEMES
Each Scheme can be scored twice per game: once for its 4. Search the Ruins
“Reveal” requirement and once for its “End” requirement. Reveal: At the end of the Turn, if you have two or
The “End” requirement of a Scheme typically can be scored more friendly Scheme Markers on the opponent’s
even if a player did not score its “Reveal” requirement table half, each in base contact with a different piece
(and vice versa). of terrain, you may reveal this Scheme and remove
A Scheme cannot grant more than one VP per Turn. two such Scheme Markers to gain 1 VP.
If a Scheme requires a player to secretly choose a specific End: At the end of the game, if you have three or
model, that model must be in the appropriate Crew more different friendly Scheme Markers on the
when the Scheme is selected. “Enemy” and “Friendly” opponent’s table half, each in base contact with a
are from the point of view of the Scheming Crew. different piece of terrain, you may remove three such
Remember, no Victory Points can be scored on the first Scheme Markers to gain 1 VP.
Turn, and models with the Insignificant Ability are
ignored for the purposes of Strategies and Schemes. 5. Dig Their Graves
Reveal: After killing an enemy model within 1"
1. Detonate Charges of one or more friendly Scheme Markers, you may
Reveal: At the end of the Turn, if you have two reveal this Scheme and remove one such Scheme
or more friendly Scheme Markers within 2" of the Marker to gain 1 VP.
same enemy model, you may reveal this Scheme and End: At the end of the game, if you have three or
remove two such Scheme Markers to gain 1 VP. more different Scheme Markers within 1" of three
End: At the end of the game, if you have two or different Corpse or Scrap Markers, you may remove
more friendly Scheme Markers within 2" of the same three such Scheme Markers to gain 1 VP.
enemy model, you may remove two such Scheme
Markers to gain 1 VP. 6. Hold Up Their Forces
Reveal: At the end of the Turn, if you have two
2. Breakthrough or more friendly models, each engaging a different
Reveal: At the end of the Turn, if you have one or enemy model with higher Cost than itself, you may
more friendly Scheme Markers and a friendly model reveal this Scheme to gain 1 VP.
in the enemy Deployment Zone, and there are no End: At the end of the game, if you have two or more
enemy models within 3" of that model, you may friendly models, each engaging a different enemy
reveal this Scheme and remove one such Scheme model with higher Cost than itself, gain 1 VP.
Marker to gain 1 VP.
End: At the end of the game, if you have three 7. Take Prisoner
or more friendly Scheme Markers in the enemy
Deployment Zone, you may remove three such At the beginning of the game, secretly choose an
Scheme Markers to gain 1 VP. enemy Minion or Enforcer.
Reveal: At the end of the Turn, if you have a friendly
3. Harness the Ley Line model engaging the secretly chosen model and there
are no other enemy models within 4" of the secretly
Reveal: At the end of the Turn, if you have three chosen model, you may reveal this Scheme to gain 1
or more friendly Scheme Markers on the centerline, VP.
you may reveal this Scheme and remove three such
Scheme Markers to gain 1 VP. End: At the end of the game, if you have a friendly
model engaging the secretly chosen model, or after
End: At the end of the game, if you have three or this Scheme was revealed, if the secretly chosen
more friendly Scheme Markers on the centerline, you model was killed by a model which was friendly to it,
may remove three such Scheme Markers to gain 1 VP. gain 1 VP.
13. Vendetta
At the beginning of the game, secretly choose a
friendly non-Totem model and an enemy non-Leader
model with higher Cost.
Reveal: At the end of the friendly model’s Activation,
if it successfully dealt damage to the secretly chosen
enemy model and the enemy model has half its
maximum Health or less (but is still in play), you
may reveal this Scheme to gain 1 VP.
End: At the end of the game, if the friendly model is
in play and the enemy model is not, gain 1 VP.
THE ARCANISTS
A secretive branch to the Miners and Steamfitters Union, the Arcanists
believe that humans should be given free rein to embrace magic and revel
in its power. To outsiders of the organization, they are seen as anarchists
and criminals, but to those who share their vision, the Arcanists are an
ambitious collection of everyday working men and spellcasters that are
capable of truly wondrous feats.
THE NEVERBORN
The creatures that humanity has dubbed the Neverborn are the native
inhabitants of Malifaux. Some are the twisted descendants of the world’s
original occupants, while others are nightmarish ghouls created through
bizarre spells or magically-enhanced evolution. Many Neverborn believe
that humanity is a scourge that must be cleansed, but those rare few
believe that they have an important role in this world’s greater schemes.
Only time will tell.
THE RESURRECTIONISTS
A loose cabal of necromancers, grave robbers, and cold-hearted killers,
the Resurrectionists have a mutual animosity for the Guild and any that
would deny them their morbid curiosities. Drawing upon the unnatural
power of the Grave Spirit, these necromancers invoke dark miracles that
shake the very balance of life and death and populate the abandoned
districts of Malifaux City with shambling undead.
THE OUTCASTS
These hardy men and women are those who seek out an existence free
of law and oversight of the Guild and their ilk. The Outcasts often make
their way as scoundrels or mercenaries, selling their services to the highest
bidder. Often rubbing elbows with those in power, these guns-for-hire
take on the dirty tasks others would avoid… or seek their own paths to
power.
THE BAYOU
Nestled to the east of Malifaux City is the Bayou, an expansive swamp
with open marshes, flooded wetlands, and acres of pig farms. Beneath the
branches is a cobbled-together Gremlin society that mimics the important
elements of humanity, like brewing alcohol, shooting guns, and generally
being a lethal nuisance to society. The Bayou is a chaotic place, and the
denizens will do whatever it takes to keep it that way.
A D H
Abilities 4, 5, 24 Damage 24, 27, 33, 34 Half (table) 41
Accuracy Fate Modifier 24 Damage Flips 24 Harness the Ley Line 46
Actions 4, 5, 12, 22, 23 Damage Reduction 24 Hazardous (terrain) 36, 37
Action Limit 21, 34 Dead Man’s Hand 43 Healing 25
Activation Phase 21 Declaring Actions 23, 26 Health 4, 5
Active Player 10, 21 Declaring Triggers 11, 12, 23 Height 13, 18, 37
Adversary 29 Defense (Df) 4 Hire Crew 42
Assassinate 47 Deliver a Message 47 Hold Up Their Forces 46
Assist 22, 29 Dense (terrain) 17, 37
Attach 6, 42 Deployment 41, 43 I
Attack Actions 22 Destructible 37
Impassable (terrain) 36, 37
Auras 22, 30 Detailed Timing 35
Initiative 20, 34, 43
Away 15 Detonate Charges 46
Injured 29
Dig Their Graves 46
B Interact 22, 26, 32
Discard Pile 8
Disengage 22
Base Contact 13, 14
Distracted 29
J
Bases 4, 13
Draw 7, 20, 27 Jokers 7, 9
Base Size 4, 5, 28
Drop 28
Blasts 30
Duel 10, 11, 23, 27 K
Blocked LoS 16, 18
Blocking (terrain) 37 E Keyword 4, 5, 42
Bonus Action 12, 22 Killed 25
Breakthrough 46 Edge (table) 41
Burning 29 Encounters 3, 40 L
Bury 33 End of Game 21
End Phase 21 Leader 21, 42
C Enemy 26, 41 Limitations 6
Engagement 26 Line of Sight (LoS) 16
Centerline 41 Living 25
Centerpoint 41 F
Chain Activations 21 M
Characteristics 4, 5, 25 Faction 4, 5, 42
Charge 22 Fast 21, 29 Markers 25, 26, 28, 36
Cheating Fate 9, 10 Fate Card 7, 8, 10 Maximum Hand Size 7, 20
Claim Jump 47 Fate Deck 2, 3, 7, 8 Measuring 13
Climbable 14, 36, 37 Fate Modifier 9, 10, 24 Melee 22, 26
Concealment 36 Final Duel Total 10, 11 Model 2, 4, 9
Concealing (terrain) 37 Flips 8 Model Limits 32
Concentrate 22 Focused 22, 29 Moderate 7, 8, 24
Conditions 29 Friendly 26, 41 Move 14
Conflict 8 Friendly Fire 26 Movement (Mv) 4
Construct 25
Control 26 G O
Control Hand 7 Once Per 33
Gameplay 20
Corner (table) 41 Opposed Duel 10
General Actions 22
Corpse Marker 25 Outflank 47
Generated Actions 12, 34
Corrupted Idols 45
Cost (effect) 12, 22, 23
Cost (stat) 4, 5, 6, 42
Cover 18, 36
Create 28
Crew 3, 26, 42, 43
P T
Pass 20, 21, 32, 35 Table 13, 41 ICONOGRAPHY
Phases 20, 21 Tactical Actions 22
Place 14, 15 Take Prisoner 46 Positive Fate Modifier: +
Plant Explosives 44 Tape Measure 2 Negative Fate Modifer: -
Plentiful 6 Target 23 Melee (Action): y
Poison 29 Terrain 2, 36 Projectile (Action): z
Power Ritual 47 Timing 12, 34 Bonus Action: F
Projectile 22, 26 Title 4, 5, 43 Blast: b
Pulse 22, 31 Tokens 27 Pulse: p
Push 14, 15 Totem 42 Aura: a
Toward 15 Suits,
Q Triggers 11, 12
Crow: c Mask: m
Trigger Timing 12
Quarter (table) 41 Ram: r Tome: t
Turf War 44
Turn Sequence 20
R
Range 13, 22, 23 U
Reckoning 45
Upgrades 6, 32, 42
Relenting (Duels) 10
Undead 25
Removed From the Game 7
Replace 32 V
Resistance Triggers 12
Resolving Actions 23 Variable Profiles 8
Revealing Cards 8 Vendetta 47
Rule of Intent 33 Versatile 42
Victory Points (VP) 21, 41,
S 44,46
Scheme Marker 22, 28 W
Schemes 21, 35, 42, 43, 46, 47
Scrap Marker 25 Walk 14, 22, 26
Search the Ruins 46 Weak 7, 8, 24, 30
Severe (terrain) 37 Willpower (Wp) 4
Severe (variable) 7, 8, 24 Winning the Game 21
Shadow 18, 37
Shielded 29 X
Shockwaves 31
“X” Variable 8
Sight Lines 16, 19
Simple Duel 10
Simultaneous Effects 34
Size (Sz) 4
Slow 21, 29
Soulstones 3, 27, 40, 42
Special Restrictions 12, 23
Staggered 29
Start Phase 20
Stat Card 4, 5
Stats 4, 5
Strategies 44, 45
Strategy Marker 28
Stunned 21, 29
Success 11, 12, 23
Suits 7
Summoning 32
Seek your fortune, test your luck, and stake your claim in this fast-
paced and brutal tabletop miniature skirmish game.
No longer do you have to trust the fickle fate of a dice roll. In Malifaux,
you use cards called a Fate Deck to lead your crew to victory. If strategy,
tactics, and resource management can’t help you achieve your goals,
don’t worry, as you can always Cheat Fate.